I_batman
Control Group is right. If this is true, then this is conceptual mishap with Python invalidating most of game code. The only thing Firaxis can do in such case is to limit map size to Large and post 1Gb as recommended.
Not only heap allocations do consume space, but it's just too overheady... Above I wrote about WolrdBuilder save file... (one is created each time you load a game, so you definitely have one). Just check it... you'll be damn surprised of its format. I suppose the whole engine is overloaded with constructions like that save-file.
Probably they track entire game replay and keep it in Python memory. And since every junk of that replay is heap-allocated, it fills in between those small blocks, and never becomes cached out altogether, just because its memory pages are mixed up with required content...
Control Group is right. If this is true, then this is conceptual mishap with Python invalidating most of game code. The only thing Firaxis can do in such case is to limit map size to Large and post 1Gb as recommended.
Not only heap allocations do consume space, but it's just too overheady... Above I wrote about WolrdBuilder save file... (one is created each time you load a game, so you definitely have one). Just check it... you'll be damn surprised of its format. I suppose the whole engine is overloaded with constructions like that save-file.
Probably they track entire game replay and keep it in Python memory. And since every junk of that replay is heap-allocated, it fills in between those small blocks, and never becomes cached out altogether, just because its memory pages are mixed up with required content...